The Imminent Light In his younger days, one of Kallinor’s adventures
in the service of Elturel brought a magic relic into his
By Mark Price possession, seemingly by chance—a staff known as the
Imminent Light. During a crucial battle defending the city
Coming from a background in film, I’ve long been a com- against demons, the young paladin used the power of the
plete sucker for the deleted scenes in any given movie. I
always find them an interesting window into the struc- staff to turn the tide—an event that quickly became
ture of a narrative. The following scenario has become known as Kallinor’s Charge. But although he
just that. It started as a side quest I’d designed for managed to save the city and all those under
Baldur’s Gate: Descent into Avernus, but was his command that day, Kallinor would
subsequently cut for length. However, I learn of the full consequences of his
soon got the chance to bring it back actions only in the years that followed.
to life (with the help of my cowriter,
David Roomes) as the short story Legacy of Light and
“Kallinor’s Charge,” featured in Darkness
Dragon+ 28.
This side quest is set during the Although exceedingly powerful
Candlekeep section of the adven- and channeling beneficial power,
ture, where the characters make the Imminent Light carries a curse
their preparations to journey to the that binds its wielder’s soul to an
hellish plane of Avernus and save eternity of service to the arch-
the town of Elturel. Through re- devil Zariel. Once a defender of
sources at Candlekeep, the heroes Elturel herself, that fallen angel
learn of a powerful artifact that and ruler of Avernus delights now
might help them on their quest. in finding new ways to unleash
What follows is a foreshadowing of her vengeance on the city and its
many of the thematic turns of the protectors.
storyline: tough moral decisions,
the cost of dark deals, and the The curse becomes more pro-
reality that the choice between nounced over time, slowly eating
good and evil is never as simple away at the soul and sanity of
as it seems. whoever possesses the staff.
Please enjoy this exclusive de- As Kallinor discovered not long
leted scene, “The Imminent Light,” after the events of his legendary
as a potential side quest for your charge, the curse cannot be set
own descent into Avernus. aside by abandoning the staff,
nor can it be removed by spell or
— Mark Price cured by prayer. Rather, the curse
spreads insidiously to whoever
Overview subsequently claims the staff and
its power. But if the wielder of the
Dispatched from Candlekeep to Imminent Light dies with the staff
retrieve a weapon that might prove in their possession, the curse dies with them.
invaluable for their imminent jour- Unable to free himself without damning another soul,
ney to Avernus, the heroes discover through the weapon’s Kallinor made the choice to retain and protect the staff at
wielder that every boon carries a cost. The tragedy that all costs, thus protecting someone else from being bound
has befallen the legendary Hellrider Lord Kallinor proph- to Zariel’s service.
ecies the fate that might befall the characters if they stray
too far from the righteous path, even with the most honor- Old Legends
able or pragmatic intentions.
This adventure is for characters of 5th level, and can be When the characters travel to Candlekeep, the scholars
played as part of the “Candlekeep” section of chapter 1 of there begin the process of gathering lore and equipment
Baldur’s Gate: Descent into Avernus. for the coming journey to Avernus to save Elturel and
its people. Against these preparations, the characters
Background are sought out by Sylvira Savikas, the tiefling expert on
the Nine Hells who deciphered the secrets of Thavius
Lord Kallinor was a paladin, a Hellrider, and a mem- Kreeg’s puzzle box. Sylvira’s research often yields up
ber of the elite Order of the Companion, charged with rumors worthy of examination, and the one she brings to
protecting the city of Elturel and its citizens. A prolific the characters’ attention is no exception.
fighter of fiends, he is regarded in Elturel as a legend-
CLAUDIO POZAS ary and courageous leader, and tales of his valor are as
actively retold by members of the nobility as they are by
tavern bards.
The Imminent Light 1
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CLINT CEARLEY From one of the monks of Candlekeep, word comes that against the ground to release a great thunderclap and a
Sylvira Savikas has information you might want to hear. pulse of holy light.
When you visit her laboratory, the tiefling archmage is Kallinor is not far, having settled on a tiny estate a day’s
thoughtful as she bids you enter. ride from Candlekeep some years before. However, the
“The plight of Elturel has the city on everyone’s mind,” characters are cautioned that he has grown increasingly
she says, “and it’s just brought to my mind an old tale. reclusive. Rumors have long circulated regarding the for-
Lord Kallinor, a retired hero of the Hellriders, was said mer knight’s mental stability. He has no friends or close
to have possessed a powerful relic years ago—a staff acquaintances, and the only known member of his family
known as the Imminent Light. Tales are sketchy regarding was a beloved niece, Caroline, who died in Candlekeep
what might have happened to it since then. But Kallinor the previous year.
lives close by. If he has the staff still, perhaps he can be
persuaded to let others use it to save the city.” Lord Kallinor’s Manor
Lord Kallinor is a former Hellrider and an honored pro- The directions you received soon lead you to a small
tector of Elturel from years past. Though Kallinor is long country manor, possibly once quite fine, but now fallen
retired and grown old, Sylvira believes that he might be into a ramshackle state. As you draw nearer, you catch
persuaded to allow the characters to use the staff in ser- clear sight of a roof in a state of extreme disrepair, covered
vice of the greater good. with moss and pitted by holes. Knee-high thatches of
Sylvira has collected much lore regarding what the weeds have long overtaken what must once have been the
staff can do, claiming that the Imminent Light can protect manor gardens. The stones of the house are covered in
its wielder from harm, heal their allies, and—most impor- mold and grime, and occluded by an infestation of brittle,
tantly to the mission at hand—unleash a powerful attack rotting ivy that flutters in a rising wind.
against demons, devils, and undead. The popular legend
of Kallinor’s Charge recounts how Lord Kallinor van- The characters can easily gain access to the grounds
quished an entire horde of demons by striking the staff and approach the house. Any character with a passive
Wisdom (Perception) score of 12 or higher hears a
The Imminent Light 2
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CLAUDIO POZAS muffled voice call out from inside, but the words can’t Kallinor appears uneasy, and brushes off initial con-
be made out. versation (including putting off any initial response
If the characters knock on the heavy wooden front door, regarding the staff) to offer the characters wine. After re-
the muffled voice calls out as if in sudden alarm. A long trieving a dusty bottle from a wine cellar accessed via the
pause follows before plodding footfalls lead to the door adjacent kitchen, he awkwardly pours. Any character can
being unlatched and quickly swung open, revealing the tell that it has clearly been some time since the retired
house’s occupant. knight had guests.
No matter what the characters’ approach regarding
what information they initially share with Lord The Tapestries’ Tales
Kallinor (see below), if they are generally cour-
teous, the retired knight warily lets them The great hall is hung with huge tapestries,
into his home. once bright and decorative but now all
muted by a thick layer of dust. Upon
Meeting Lord each tapestry, a scene of a famous
Kallinor battle plays out. Any character with
a background that connects them
Lord Kallinor is a tall, sixty-year- to Elturel, or who succeeds on
old human male whose clouded a DC 12 Intelligence (History)
blue eyes suggest he hasn’t check, recognizes the battles.
slept in several days. His face Alternatively, if any character’s
is heavily scarred, and shows gaze lingers on the tapestries,
faint bruises to anyone who Kallinor can take that as a cue
looks closely. to describe each scene and his
Though long retired and at his place in it.
home, Kallinor still wears the The tapestry scenes include a
formal plate armor of the Hell- dramatic depiction of the Ride,
riders, its etched symbols faded the infamous Hellrider battle
from lack of upkeep. Moreover, of more than a hundred years
the walking stick he leans on is ago. The Ride saw Zariel (then
the very relic that has brought a mighty angel, before her fall)
the characters to him: the staff lead a great force of Hellriders
known as the Imminent Light. All on an assault of Avernus. The
the characters recognize the staff mission was a failure, though,
from a description given them and Zariel has since blamed the
by Sylvira. Hellriders for that failure and
Kallinor nods to the charac- has sworn revenge.
ters self-consciously as he offers The largest tapestry features
them an apology. Saying that a familiar-looking character—the
his delay in answering the door young Lord Kallinor, bravely
was because he was in his study leading troops into battle. It de-
finishing a letter, he asks how he picts the knight holding aloft the
might be of service. He acts as Imminent Light, leading the sor-
a gracious host to the best of his tie that would come to be known
ability, keeping the staff with him at as Kallinor’s Charge.
all times as he does.
The characters are free to ask Kallinor about the staff Other Areas
immediately, or they can try to get into his good graces
first. The paladin has not yet heard of the fate of Elturel, The rooms adjacent to the great hall each offer evidence
and he reacts with shock to news that the city has been of Lord Kallinor’s fate and the life he’s been living. The
drawn into Avernus. If Kallinor is asked directly about characters might explore after a confrontation with Kalli-
the staff, he seems unable at first to grasp the question, nor (see “Negotiations for the Staff” below), or they might
but he eventually engages the characters in conversation follow him or slip away somewhere else while he goes to
about it. See “Negotiations for the Staff” below when this the cellar to seek more wine.
discussion begins in earnest.
Kitchen
Great Hall
This dusty, cramped kitchen area appears oddly unused.
Lord Kallinor first leads the characters through the front Any inspection reveals that the kitchen holds a few
door to the great hall, the central chamber of the manor. bottles of decades-old wine and no food of any kind. As
A large fireplace is set into the outside wall, but has no the characters might later discover, the staff enables its
wood at hand and shows no evidence of having been used wielder to survive without food or water. Though a power-
recently. The chamber is decorated with various suits of ful potential benefit, this feature inevitably distances the
armor, weapons, shields, statues, and other works of art. wielder from their humanity.
Lurking in the kitchen are six imps whose
Shapechanger trait allows them to take the form of tiny
hellwasps (see Baldur’s Gate: Descent into Avernus).
The Imminent Light 3
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They do so to torment Kallinor, reminding him daily of evasive at first, talking of how the power of the staff car-
his soul’s fate. The disguised imps flit about and slip into ries a great cost, and of his desire to not see anyone else
cupboards in response to any intruders, and do not attack pay that price. If pressed carefully, Kallinor speaks of the
unless attacked first. curse of the Imminent Light, which binds its wielder’s
soul to the service of Zariel and Avernus. However, his
Bedchamber manner as he does so might easily lead the characters to
see the retired knight’s fear as nothing more than mad
Lord Kallinor’s bedchamber looks as if it was recently rambling.
ransacked. From the doorway, old clothes can be seen Though he takes effort to hide a state of great emo-
strewn about a room that appears to hold nothing of tional turmoil, Kallinor is acutely aware he is nearing
value. The walls are mottled as if by mold, and there are the end of his life, with his full transition to eternal
no blankets upon the straw sleeping pallet. damnation nearly complete. If the characters persist, he
Any character who enters the room can see that the becomes increasingly direct about the curse and what it
mottled pattern on the walls is created by thousands of does, and adamantly warns them away from the staff.
strange symbols drawn in dried blood. A character who As the characters converse with him—and especially if
understands Infernal, or who succeeds on a DC 13 Intelli- they attempt to flatter him with talk of his great deeds of
gence (Religion) check recognizes the symbols as glyphs the past—Kallinor quickly turns paranoid, becoming con-
in that tongue. vinced that they intend to steal the staff and let its curse
Any creature that touches or attempts to study the sym- spread. If the exchange hits a point of no return, Kallinor
bols must succeed on a DC 20 Wisdom saving throw or is driven to attack the party, justifying his actions in his
become entranced. While entranced, the creature takes own mind by telling himself that he is saving another in-
3 (1d6) psychic damage at the start of each of its turns, nocent life from the infernal wrath of Zariel.
and it cannot cast spells, activate magic items, or commu-
nicate with other creatures. An entranced creature can Fight for the Staff
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. Despite his age and mental deterioration, Lord Kallinor
remains a skilled and powerful warrior. Over the long
Study years that he has held it, the staff and its infernal power
have gradually eroded Kallinor’s connection to the divine.
This small, cluttered study reeks of rancid lamp oil. A This leaves him unable to call upon any spells or special
large, once-ornate bookshelf stands against the window, abilities normally available to a paladin.
covering it. Its shelves hold various military texts and
works of religious theory, including a worn copy of the Infernal Audience
Creed Resolute—the oath that once bound the citizens of
Elturel to defend their realm. If a fight with Lord Kallinor erupts in the great hall, have
An old desk at the center of the room holds a lamp, each character make a DC 15 Intelligence saving throw
many feathered quill pens and bottles of ink, and hun- at the end of the first round. Then read the following:
dreds upon hundreds of sheets of parchment, spread
across the desk and spilling over and onto the floor. The As you engage the furious knight, movement around
first character to pick up any parchment sees that it is a the room suddenly catches your eye. The knights and
letter, which reads: demons in the dusty tapestries have seemingly come
to life, pushing forward to the front of the image and
Dearest Caroline, stoically staring out into the real world, as if to see how
the fight plays out.
I cannot expect you to forgive me, but I hope one day you
will understand. Every use brings us closer to darkness. For All the characters notice the figures in the tapestries
the good of the world, it is my curse to bear alone. Let it be moving, but any character who failed the saving throw
dragged to the void with me. Let me end it. is startled by their unexpected appearance, and has
disadvantage on the first attack roll they make on their
With courage, next turn.
Your loving uncle. This is an illusion effect created by the infernal en-
ergy bound into the Imminent Light. The figures do not
The characters will all recall that Caroline is the niece of respond to or interact with the characters, and the tapes-
Lord Kallinor who died the previous year. tries return to normal when the fight is done.
Any character who looks at one of the other parch-
ments sees that it is an exact copy of the first letter. A Conclusion
fuller examination leads to the realization that every let-
ter in the room says the exact same thing, word for word. Even with the advantage of numbers, the characters will
face a tough fight against Lord Kallinor if this side quest
Negotiations for the comes down to combat. Whether they obtain the Immi-
Staff nent Light by combat or negotiation in the end, what they
then do with the relic is up to them.
Lord Kallinor becomes increasingly agitated as soon as
the characters turn the discussion toward the staff. He is
The Imminent Light 4
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Lord Kallinor Imminent Light
Medium humanoid (human), lawful good Staff, legendary (requires attunement)
Armor Class 18 (plate) This staff is finely crafted of silvered oak and adorned
Hit Points 150 (20d8 + 60) with a headpiece centered around a large amethyst. It
Speed 30 ft. can be wielded as a magic quarterstaff that grants a +2
bonus to attack and damage rolls made with it. While you
STR DEX CON INT WIS CHA hold it, you gain a +2 bonus to AC and have the benefit of
20 (+5) 14 (+2) 17 (+3) 12 (+1) 15 (+2) 18 (+4) a protection from evil and good spell. While attuned to
the staff, you do not need to eat or drink.
Saving Throws Wis +6, Cha +8 This staff has 25 charges for the following properties.
Skills Athletics +9, History +5, Insight +6, Intimidation +8, It regains 4d6 + 2 expended charges daily at dawn. If you
expend the last charge, roll a d20. On a 20, the staff re-
Persuasion +8 gains 1d12 + 1 charges.
Senses passive Perception 12 Spells. While holding the staff, you can use an
Languages Common, Infernal action to expend some of its charges to cast one of the fol-
Challenge 10 (5,900 XP) [+4] lowing spells from it: cure wounds (1 charge per spell slot
level, up to 4th), lesser restoration (2 charges), or mass
Special Equipment. Kallinor carries the Imminent Light. cure wounds (5 charges).
Radiant Wave. By expending 10 charges from the staff,
Actions: you cause a wave of radiant energy to sweep out from
you in a radius of 50 feet. Any undead or fiend in the area
Multiattack. Kallinor makes one attack with his longsword takes 2d8 radiant damage and suffers the effect of a di-
and one attack with Imminent Light. vine word spell.
Curse. This staff is cursed and possessed by the will of
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one Zariel. Becoming attuned to it extends the curse to you.
target. Hit: 9 (1d8 + 5) slashing damage. While you are cursed, any effect that restores hit points
(whether magical or mundane) restores only half the nor-
Imminent Light. Melee Weapon Attack: +11 to hit, reach 5 mal number of hit points to you. Your scars and bruises
ft., one target. Hit: 10 (1d6 + 7) bludgeoning damage plus 4 remain visible for some time even after you are at full
(1d8) radiant damage. hit points.
If you are a paladin or cleric, you gradually lose your
connection to your god or source of divine inspiration.
For each month that you possess the staff, any paladin or
cleric class features that are divinely granted (including
spellcasting) function at one level lower than normal. A
paladin or cleric who remains cursed by the staff long
enough eventually loses all their spellcasting and divine
class features.
Eternal Damnation. The routine effects of the curse
can be ended simply by ending your attunement to the
staff. However, a creature cursed by the staff has its soul
bonded to Zariel until another creature attunes to the
staff and gains the curse. Upon the bonded creature’s
death, its soul travels to Avernus and becomes the prop-
erty of Zariel, with results determined by the DM.
If a creature willingly retains the curse by maintain-
ing attunement to the staff, then dies with the staff still
attuned and in hand, the curse is permanently removed
from the staff.
The Imminent Light 5
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